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MONSTERS (S)
Sahuagin
Medium-Size Humanoid (Aquatic)
Hit Dice: 2d8+2 (11 hp)
Initiative: +1 (Dex)
Speed: 30 ft., swim 60 ft.
AC: 16 (+1 Dex, +5 natural)
Attacks: Trident +3 melee, 2 rakes +1 melee (or 2 rakes +3 melee, 2 claws +1
melee), bite +1 melee; or heavy crossbow +2 ranged
Damage: Trident 1d8+2, rake 1d4+2 (1d4+1 when a secondary attack), claw 1d2+1,
bite 1d4+1; or heavy crossbow 1d10
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Blood frenzy
Special Qualities: Speak with sharks, underwater sense, light blindness, amphibious,
freshwater sensitivity
Saves: Fort +4, Ref +1, Will +1
Abilities: Str 14, Dex 13, Con 12, Int 14, Wis 13, Cha 9
Skills: Animal Empathy +2, Hide +6*, Listen +7*, Profession (hunt) +2, Spot
+7*, Wilderness Lore +1*
Feats: Multiattack
Climate/Terrain: Warm aquatic
Organization: Solitary, pair, team (5-8), patrol (11-20 plus 1 3rd-level
lieutenant and 1-2 sharks), band (20-80 plus 100% noncombatants plus 1
3rd-level lieutenant and 1 4th-level chieftain per 20 adults plus 1-2 sharks),
or tribe (70-160 plus 100% noncombatants plus 1 3rd-level lieutenant per 20
adults, 1 4th-level chieftain per 40 adults, 9 4th-level guards, 1-4
underpriestesses of 3rd-6th level, 1 7th-level priestess, and 1_baron of
6th-8th level plus 5-8 sharks)
Challenge Rating: 2
Treasure: Standard
Alignment: Always lawful evil
Advancement: By character class
Combat
Sahuagin are savage fighters, asking for and giving no quarter. When swimming, a sahuagin rakes with its feet as it strikes with its claws or a weapon. About half of any group of sahuagin are also armed with nets.
Blood Frenzy: Once per day a sahuagin that takes damage in combat can fly into a frenzy the following round, clawing and biting madly until either it or its opponent is dead. It gains +2 Constitution and +2 Strength, and suffers a -2 AC penalty. The sahuagin cannot end its frenzy voluntarily.
Speak with Sharks (Ex): Sahuagin can communicate telepathically with sharks up to 150 feet away. The communication is limited to fairly simple concepts such as "food," "danger," and "enemy." Sahuagin can use Animal Empathy to befriend and train sharks.
Underwater Sense (Ex): A sahuagin can locate creatures underwater within a 30-foot radius. This ability negates the effects of invisibility and poor visibility. It is less effective against creatures without central nervous systems, such as undead, oozes, and constructs; a sahuagin can locate such creatures only within a 15-foot radius. Sahuagin are not fooled by figments when underwater.
Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds sahuagin for 1 round. In addition to temporary blindness, they suffer a -1 morale penalty to all attack rolls, saves, and checks while operating in bright light.
Amphibious (Ex): Sahuagin can survive out of the water for 1 hour per 2 points of Constitution.
Freshwater Sensitivity (Ex): A sahuagin fully immersed in freshwater must succeed at a Fortitude save (DC 15) or leave the water immediately. If the sahuagin fails and cannot escape, it suffers a -4 morale penalty to all attack rolls, saves, and checks. Even on a success, it must repeat the save attempt every 10 minutes it remains immersed.
Skills: Sahuagin receive a +4 racial bonus to Hide, Listen, and Spot checks. *Underwater, the bonus improves to +8. They receive a +8 bonus to Wilderness Lore and Profession (hunt) checks within fifty miles of their homes.
Sahuagin Mutants
About one in two hundred sahuagin has four arms. Such creatures can make four claw attacks or use extra weapons, in addition to the rake and bite attacks.
If a community of aquatic elves is located within a hundred miles of a sahuagin community, about one in one hundred sahuagin looks just like an aquatic elf. These creatures, called malenti, have a swim speed of 40 feet, can remain out of water for 1 hour per point of Constitution, and have freshwater and light sensitivity (-1 to attack rolls). They are otherwise identical with sahuagin.
Sahuagin Characters
A male sahuagin’s favored class is ranger. Female sahuagin favor the cleric class. Sahuagin clerics can choose any two of the following domains: Evil, Law, Strength, and War.
Flamebrother Average
Salamander Noble
Salamander
Small Outsider
(Fire) Medium-Size
Outsider (Fire) Large
Outsider (Fire)
Hit Dice: 3d8+3
(16 hp) 7d8+7 (38
hp) 15d8+45
(112 hp)
Initiative: +1
(Dex) +1
(Dex) +1
(Dex)
Speed: 20 ft. 20
ft. 20
ft.
AC: 19 (+1 size,
+1 Dex, +7 natural) 18 (+1 Dex, +7 natural) 18
(-1 size, +1 Dex, +8 natural)
Attacks: Halfspear +5 melee, Longspear +9/+4 melee, +3
Huge longspear +23/+18/+13
tail slap +3 melee tail slap +7 melee melee, tail
slap +18 melee
Damage: Halfspear
1d6+1 Longspear 1d8+2
and 1d6 fire, +3 Huge longspear
2d6+9 and 1d8
and 1d6 fire, tail
slap 1d4 tail slap
2d6+1 and 1d6 fire fire, tail slap 2d8+3
and 1d8 fire
and 1d6 fire
Face/Reach: 5 ft.
by 5 ft./5 ft. 5 ft. by 5
ft./5 ft. 5
ft. by 5 ft./10 ft.
Special Attacks:
Heat, constrict 1d4 Heat, constrict 2d6+1 and 1d6 fire Heat, constrict 2d8+3 and 1d8 fire,
and 1d6 fire spell-like
abilities
Special Qualities: Fire subtype Fire
subtype, damage Fire
subtype, damage
reduction 10/+1 reduction 20 /+2
Saves: Fort +4,
Ref +4, Will +5 Fort +6, Ref +6,
Will +7 Fort +12,
Ref +10, Will +11
Abilities: Str 12,
Dex 13, Con 12, Str 14, Dex 13, Con
12, Str 22, Dex
13, Con 16,
Int 14, Wis 15, Cha 13 Int 14, Wis 15, Cha 13 Int 15, Wis 15, Cha 15
Skills: Craft
(metalworking) +11, Craft
(metalworking) +16, Escape Bluff +11,
Craft (metalworking)
Escape Artist +7,
Hide +9, Artist +11, Hide
+11, Listen +14, +24, Diplomacy +13,
Escape Artist
Listen +7, Search
+7, Spot +7 Move Silently +11,
Search +12, +19, Hide +15, Listen
+20,
Spot
+14 Move
Silently +17, Search +20,
Sense
Motive +12, Spot +20
Feats: Multiattack Alertness,
Multiattack Cleave,
Great Cleave, Multiattack,
Power
Attack
Climate/Terrain: Any land and Any
land and underground Any
land and underground
underground
Organization:
Solitary, pair, or Solitary,
pair, or cluster (3-5) Solitary,
pair, or noble party (9-14)
cluster
(3-5)
Challenge
Rating: 2 5 9
Treasure: Standard Standard
(nonflammables only) Double
standard (nonflammables
(nonflammables only) only)
and +3 Huge longspear
Alignment: Usually
evil (any) Usually evil (any) Usually evil (any)
Advancement: 4-6
HD (Small) 8-14 HD (Medium-size) 16-21 HD (Large); 22-45
HD
(Huge)
Salamanders speak Ignan. Some average salamanders and all nobles also speak Common.
Heat (Ex): A salamander generates so much heat that its mere touch deals additional fire damage. Salamanders’ metallic weapons also conduct this heat.
Constrict (Ex): A salamander deals automatic tail slap damage (including fire damage) with a successful grapple check against creatures up to one size larger than itself. A noble salamander can constrict multiple creatures simultaneously, provided they are all at least two sizes smaller than it.
Spell-Like Abilities: (Noble salamanders only) 3/day-burning hands, fireball, flaming sphere, and wall of fire; 1/day-dispel magic and summon monster VII (huge fire elemental). These abilities are as the spells cast by a 15th-level sorcerer (save DC 12 + spell level).
Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.
Skills: Salamanders receive a +4 racial bonus to Craft (metalworking) skill checks.
Feats: Salamanders have the Multiattack feat even without the requisite three natural weapons.
Salamander Characters
Average or noble salamanders may be clerics, sorcerers, or fighters (their favored class).
Satyr
Medium-Size Fey
Hit Dice: 5d6+5 (22 hp)
Initiative: +1 (Dex)
Speed: 40 ft.
AC: 15 (+1 Dex, +4 natural)
Attacks: Gore +2 melee, dagger -3 melee; or shortbow +3 ranged
Damage: Gore 1d6, dagger 1d4; or shortbow 1d6
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Pipes
Saves: Fort +2, Ref +5, Will +5
Abilities: Str 10, Dex 13, Con 12, Int 12, Wis 13, Cha 13
Skills: Bluff +9, Hide +13, Listen +15, Move Silently +13,
Perform (dance, pan pipes, plus any two others) +9, Spot +15
Feats: Alertness, Dodge, Mobility
Climate/Terrain: Temperate forest
Organization: Solitary, band (2-5), or troop (6-11)
Challenge Rating: 2 (without pipes) or 4 (with pipes)
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: 6-10 HD (Medium-size)
Combat
Once engaged in battle, an unarmed satyr attacks with a powerful head butt. A satyr expecting trouble is likely to be armed with a bow and a dagger and typically looses arrows from hiding, weakening an enemy before closing.
Pipes (Su): Satyrs can play a variety of magical tunes on their pan pipes. Usually, only one satyr in a group carries pipes. When it plays, all creatures within a 60-foot spread (except satyrs) must succeed at a Will save (DC 14) or be affected by charm person, sleep, or fear, as the spells cast by a 10th-level sorcerer (the satyr chooses the tune and its effect). In the hands of other beings, these pipes have no special powers. A creature that successfully saves against any of the pipe’s effects cannot be affected by the same set of pipes again for one day. A satyr often uses its pipes to charm and seduce especially comely women or to put a party of adventurers to sleep and then steal their valuables.
Skills: Satyrs receive a +4 racial bonus to Hide, Listen, Move Silently, Perform, and Spot checks.
Sea Lion
Large Beast
Hit Dice: 6d10+18 (51 hp)
Initiative: +1 (Dex)
Speed: Swim 40 ft.
AC: 18 (-1 size, +1 Dex, +8 natural)
Attacks: 2 claws +7 melee, bite +2 melee
Damage: Claw 1d6+4, bite 1d8+2
Face/Reach: 5 ft. by 10 ft./5 ft.
Special Attacks: Rend 2d6+6
Special Qualities: Scent
Saves: Fort +8, Ref +6, Will +3
Abilities: Str 19, Dex 12, Con_17, Int 4, Wis 13, Cha_10
Skills: Listen +7, Spot +7
Climate/Terrain: Temperate and warm aquatic
Organization: Solitary, pair, or pride (5-12)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 7-9 HD (Large); 10-18 HD (Huge)
Combat
Rend (Ex): A sea lion that hits with both claw attacks latches onto the opponent’s body and tears the flesh. This automatically deals an additional 2d6+6 points of damage.
Shadow
Medium-Size Undead (Incorporeal)
Hit Dice: 3d12 (19 hp)
Initiative: +2 (Dex)
Speed: 30 ft., fly 40 ft. (good)
AC: 13 (+2 Dex, +1 deflection)
Attacks: Incorporeal touch +3 melee
Damage: Incorporeal touch 1d6 temporary Strength
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Strength damage, create spawn
Special Qualities: Undead, incorporeal, +2 turn resistance
Saves: Fort +1, Ref +3, Will +4
Abilities: Str -, Dex 14, Con -, Int 6, Wis_12, Cha 13
Skills: Hide +8, Intuit Direction +5, Listen +7, Spot_+7
Feat: Dodge
Climate/Terrain: Any land and underground
Organization: Solitary, gang (2-5), or swarm (6-11)
Challenge Rating: 3
Treasure: None
Alignment: Always chaotic evil
Advancement: 4-9 HD (Medium-size)
Combat
Strength Damage (Su): The touch of a shadow deals 1d6 points of temporary Strength damage to a living foe. A creature reduced to Strength 0 by a shadow dies.
Create Spawn (Su): Any humanoid reduced to Strength 0 by a shadow becomes a shadow under the control of its killer within 1d4 rounds.
Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Incorporeal: Can be harmed only by other incorporeal creatures, +1 or better magic weapons, or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armor. Always moves silently.
Shadow Mastiff
Medium-Size Outsider (Evil)
Hit Dice: 4d8+12 (30 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 50 ft.
AC: 14 (+1 Dex, +3 natural)
Attacks: Bite +7 melee
Damage: Bite 1d6+4
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Bay, trip
Special Qualities: Shadow blend, scent
Saves: Fort +7, Ref +5, Will +5
Abilities: Str 17, Dex 13, Con 17, Int 4, Wis 12, Cha 13
Skills: Listen +8, Spot +8, Wilderness Lore +7*
Feats: Dodge, Improved Initiative
Climate/Terrain: Any land and underground
Organization: Solitary, pair, or pack (5-12)
Challenge Rating: 5
Treasure: None
Alignment: Always neutral evil
Advancement: 5-6 HD (Medium-size); 7-12 HD (Large)
Combat
Bay (Su): When a shadow mastiff howls or barks, all creatures except evil outsiders within a 300-foot spread must succeed at a Will save (DC 13) or become panicked for 2d4 rounds. This is a sonic, mind-affecting fear effect. Whether or not the save is successful, an affected creature is immune to that mastiff’s bay for one day.
Trip (Ex): A shadow mastiff that hits with its bite attack can attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the shadow mastiff.
Shadow Blend (Su): During any conditions other than full daylight, a shadow mastiff can disappear into the shadows, giving it nine-tenths concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability. A daylight spell, however, will.
Skills: A shadow mastiff receives a +4 racial bonus to Wilderness Lore checks when tracking by scent.
Shambling Mound
Large Plant
Hit Dice: 8d8+24 (60 hp)
Initiative: +0
Speed: 20 ft.
AC: 20 (-1 size, +11 natural)
Attacks: 2 slams +10 melee
Damage: Slam 2d6+5
Face/Reach: 5 ft by 5 ft./10 ft.
Special Attacks: Improved grab, constrict 2d6+7
Special Qualities: Plant, electricity immunity, fire resistance 30
Saves: Fort +9, Ref +2, Will +2
Abilities: Str 21, Dex 10, Con 17, Int 7, Wis 10, Cha 9
Skills: Hide +0*, Listen +4, Move Silently +4
Climate/Terrain: Temperate and warm forest,
marsh, and underground
Organization: Solitary
Challenge Rating: 6
Treasure: 1/10th coins; 50% goods; 50% items
Alignment: Always neutral
Advancement: 9-12 HD (Large); 13-24 HD (Huge)
Combat
Improved Grab (Ex): To use this ability, the shambler must hit an opponent of up to Large size with both arm attacks. If it gets a hold, it can constrict.
Constrict (Ex): A shambler deals 2d6+7 points of damage with a successful grapple check against Large or smaller creatures. The shambler can still move but cannot take any attack actions when constricting.
Plant: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits.
Electricity Immunity (Ex): Shamblers take no damage from electricity. Instead, any electrical attack (such as shocking grasp or lightning bolt) used against a shambler grants it 1d4 points of temporary Constitution. The shambler loses these points at the rate of 1 per hour.
Skills: Shamblers receive a +4 racial bonus to Hide, Listen, and Move Silently checks. *They receive a +12 bonus to Hide checks when in a swampy or forested area.
Shield Guardian
Large Construct
Hit Dice: 15d10 (82 hp)
Initiative: +0
Speed: 30 ft.
AC: 24 (-1 size, +15 natural)
Attacks: Slam +16/+11/+6 melee
Damage: Slam 1d8+9
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Spell storing
Special Qualities: Construct, fast healing 5, shield other, guard, find master
Saves: Fort +5, Ref +5, Will +5
Abilities: Str 22, Dex 10, Con -, Int -, Wis_10, Cha 1
Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: 16-24 HD (Large); 25-45 HD (Huge)
A shield guardian when fashioned is keyed to a particular amulet. Henceforth, it regards the wearer of that amulet to be its master, protecting and following that person everywhere (unless specifically commanded not to do so).
Combat
Spell Storing (Sp): The shield guardian can store one spell of 4th level or lower that is cast into it by another creature. It "casts" this spell when commanded or when a predetermined situation arises. Once this is used, it can store another spell (or the same spell).
Construct: Immune to mind-influencing effects, poison, disease, and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Shield Other (Sp): The wearer of the keyed amulet can activate this defensive ability if within 100 feet of the shield guardian. Just as the spell of the same name, this transfers to the guardian half the damage that would be dealt to the amulet wearer (this ability does not provide the spell’s AC or save bonuses, but see below).
Guard (Ex): The shield guardian moves swiftly to defend the amulet wearer by its side, blocking blows and disrupting foes. All attacks against the amulet wearer suffer a -2 deflection penalty.
Find Master (Su): No matter the distance, as long as they are on the same plane, the shield guardian can find the amulet wearer (or just the amulet, if it is removed after the guardian is called).
Construction
A shield guardian costs 100,000 gp to create. This cost includes the construct’s physical body, the keyed amulet, and all the materials and spell components that are consumed or become a permanent part of them. This cost includes 1,000 gp for the body and 500 gp for the amulet.
Creating the body requires a successful Profession (engineering) or Craft (sculpture) check (DC 16).
The second requirement is creating the keyed amulet from bronze, which requires a successful Craft (metalworking) check (DC 12).
After the body and amulet are fashioned, the creature must be animated through an extended magical ritual that requires a week to complete. Understanding the ritual requires a 12th-level character with the Craft Wondrous Item feat. The creator must labor for at least 8 hours each day in a specially prepared laboratory or workroom. The chamber is similar to both an alchemist’s laboratory and a smithy and costs 1,000 gp to establish.
When not working on the ritual, the character must rest and can perform no other activities except eating, sleeping, or talking. If personally constructing the creature’s body, the creator can perform the building and ritual together. If the creator misses a day of the ritual, the process fails and must be started again. Money spent is lost, but XP spent are not. The shield guardian’s body can be reused, as can the chamber.
Completing the ritual drains 2,000 XP from the creator and requires limited wish, locate object, make whole, shield, and shield other, which must be cast on the final day of the ritual. The creator must cast the spells personally, but they can come from outside sources, such as scrolls.
Amulet
If the keyed amulet is destroyed, the guardian ceases to function until a new one is created. If the wearer dies but the amulet is intact, the shield guardian carries out the last command given.
Shocker Lizard
Small Magical Beast
Hit Dice: 2d10+2 (13 hp)
Initiative: +2 (Dex)
Speed: 40 ft., climb 20 ft., swim 20 ft.
AC: 16 (+1 size, +2 Dex, +3 natural)
Attacks: Bite +3 melee
Damage: Bite 1d4
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Stunning shock, lethal shock
Special Qualities: Electricity sense, electricity immunity
Saves: Fort +3, Ref +5, Will +1
Abilities: Str 10, Dex 15, Con 13, Int 2, Wis 12, Cha 6
Skills: Climb +12, Hide +11, Jump +4, Listen +4, Spot +4
Feats: -
Climate/Terrain: Warm aquatic, marsh, and
underground
Organization: Solitary, pair, clutch (3-5), or colony (6-11)
Challenge Rating: 2
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Always neutral
Advancement: 3-4 HD (Medium-size); 5-6 HD (Large)
Combat
A shocker lizard relies on its electrical abilities in combat. A lizard tends to bite only after its shock has rendered an opponent unconscious or when the shock seems to have no effect at all. Lone lizards flee once they deliver their shocks, but if others are nearby, they all home in on their comrade’s discharges and administer deadly shocks to the foe.
Stunning Shock (Su): Once per round, a shocker lizard can deliver an electrical shock to a single opponent within 5 feet. This attack deals 2d8 points of subdual damage to living opponents (Reflex half DC 12).
Lethal Shock (Su): Whenever two or more shocker lizards are within 25 feet of each other, they can work together to create a lethal shock. This effect has a radius of 25 feet, centered on any one contributing lizard. The shock deals 2d8 points of damage for each lizard contributing to it (Reflex half DC 10 + number of lizards contributing).
Electricity Sense (Ex): Shocker lizards automatically detect any electrical discharges within 100 feet.
Skills: Shocker lizards receive a +4 racial bonus to Hide checks due to their coloration. They receive a +2 racial bonus to Listen and Spot checks.
Tiny Skeleton Small
Skeleton Medium-Size
Skeleton
Tiny Undead Small
Undead Medium-Size
Undead
Hit Dice: 1/4 d12
(1 hp) 1/2 d12 (3
hp) 1d12
(6 hp)
Initiative: +5 (+1
Dex, +5 (+1 Dex, +5
(+1 Dex,
+4 Improved
Initiative) +4
Improved Initiative) +4
Improved Initiative)
Speed: 30 ft. 30
ft. 30
ft.
AC: 13 (+2 size, +1 Dex) 13 (+1 size, +1 Dex, +1 natural) 13 (+ 1 Dex, +2 natural)
Attacks: 2 claws +0 melee 2 claws +0 melee 2
claws +0 melee
Damage: Claw 1d2-2 Claw 1d3-1 Claw
1d4
Face/Reach: 2 1/2
ft. by 2 1/2 ft./0 ft. 5 ft. by 5 ft./5 ft. 5
ft. by 5 ft./5 ft.
Special Qualities: Undead, immunities Undead, immunities Undead, immunities
Saves: Fort +0, Ref +1, Will +2 Fort +0, Ref +1, Will +2 Fort +0, Ref +1, Will +2
Abilities: Str 6,
Dex 12, Con -, Str 8, Dex 12,
Con -, Str
10, Dex 12, Con -,
Int -, Wis 10, Cha 1 Int -, Wis 10, Cha 1 Int -, Wis 10, Cha
1
Feats: Improved Initiative Improved Initiative Improved
Initiative
Large Skeleton Huge Skeleton Large
Undead Huge Undead
Hit Dice: 2d12 (13 hp) 4d12
(26 hp)
Initiative: +5 (+1 Dex, +4 Improved
Initiative) +5 (+1 Dex, +4 Improved
Initiative)
Speed: 40 ft. 40
ft.
AC: 13 (-1 size, +1 Dex, +3
natural) 13 (-2
size, +1 Dex, +4 natural)
Attacks: 2 claws +2 melee 2
claws +4 melee
Damage: Claw 1d6+2 Claw
1d8+4
Face/Reach: 5 ft. by 5 ft./10 ft. 10
ft. by 10 ft./15 ft.
Special Qualities: Undead, immunities Undead, immunities
Saves: Fort +0, Ref +1, Will +3 Fort +1,
Ref +2, Will +4
Abilities: Str 14, Dex 12, Con -, Str
18, Dex 12, Con -,
Int -, Wis 10,
Cha 1 Int
-, Wis 10, Cha 1
Feats: Improved Initiative Improved
Initiative
Gargantuan Skeleton Colossal Skeleton
Gargantuan
Undead Colossal
Undead
Hit Dice: 16d12 (104 hp) 32d12
(208 hp)
Initiative: +5 (+1 Dex, +4 Improved
Initiative) +5 (+1 Dex, +4 Improved
Initiative)
Speed: 40 ft. 40
ft.
AC: 13 (-4 size, +1 Dex, +6
natural) 13 (-8
size, +1 Dex, +10 natural)
Attacks: 2 claws +10 melee 2 claws +16
melee
Damage: Claw 2d6+6 Claw
2d8+8
Face/Reach: 20 ft. by 20 ft./20 ft. 40
ft. by 40 ft./25 ft.
Special Qualities: Undead, immunities Undead, immunities
Saves: Fort +5, Ref +6, Will +10 Fort +10,
Ref +11, Will_+18
Abilities: Str 22, Dex 12, Con -, Str
26, Dex 12, Con -,
Int -, Wis 10,
Cha 1 Int
-, Wis 10, Cha 1
Feats: Improved Initiative Improved
Initiative
Climate/Terrain: Any land and underground
Organization: Any
Challenge Rating: Tiny 1/6; Small 1/4; Medium-size 1/3; Large 1; Huge 2; Gargantuan 7; Colossal 9
Treasure: None
Alignment: Always neutral
Advancement: Tiny, Small, and Medium-size -; Large 3 HD (Large); Huge 5-15 HD (Huge); Gargantuan 17-31 HD (Gargantuan); Colossal 33-64 HD (Colossal)
Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Immunities (Ex): Skeletons have cold immunity. Because they lack flesh or internal organs, they take only half damage from piercing or slashing weapons.
Medium-Size Aberration (Aquatic)
Hit Dice: 2d8+2 (11 hp)
Initiative: +1 (Dex)
Speed: 20 ft., swim 40 ft.
AC: 13 (+1 Dex, +2 natural)
Attacks: Bite +5 melee, 2 claws +0 melee, 2 rakes +0 melee
Damage: Bite 2d6+4, claw 1d4+2, rake 1d6+2
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Qualities: Low-light vision
Saves: Fort +1, Ref +1, Will +3
Abilities: Str 19, Dex 13, Con 13, Int 10, Wis 10, Cha 6
Skills: Climb +9, Hide +6*, Listen +7*, Move_Silently_+3, Spot_+7*
Feats: Alertness
Climate/Terrain: Temperate and warm aquatic
and underground
Organization: Brood (2-5) or pack (6-15)
Challenge Rating: 2
Treasure: None
Alignment: Always lawful evil
Advancement: 3-4 HD (Medium-size); 5-6 HD (Large)
Skum can breathe both air and water. They speak Aquan.
Combat
In the water, skum are dangerous enemies who attack by biting, clawing, and raking with their rear legs. On land they are less dangerous, for they cannot rake and suffer a -2 circumstance penalty to all attack rolls. Skum serving an aboleth are sometimes trained to fight with weapons, usually two-handed melee weapons with reach (such as longspears) and simple ranged weapons such as javelins, tridents, or slings.
Skills: *Skum receive a +4 racial bonus to Hide, Listen, and Spot checks underwater.
Spectre
Medium-Size Undead (Incorporeal)
Hit Dice: 7d12 (45 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 40 ft., fly 80 ft. (good)
AC: 15 (+3 Dex, +2 deflection)
Attacks: Incorporeal touch +6 melee
Damage: Incorporeal touch 1d8 and energy drain
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Energy drain, create spawn
Special Qualities: Undead, incorporeal, +2 turn resistance, unnatural aura,
sunlight powerlessness
Saves: Fort +2, Ref +5, Will +7
Abilities: Str -, Dex 16, Con -, Int 14, Wis 14, Cha 15
Skills: Hide +13, Intimidate +12, Intuit Direction +10, Listen +13, Search +10,
Spot +13
Feats: Alertness, Blind-Fight, Combat Reflexes, Improved Initiative
Climate/Terrain: Any land and underground
Organization: Solitary, gang (2-4), or swarm (6-11)
Challenge Rating: 7
Treasure: None
Alignment: Always lawful evil
Advancement: 8-14 HD (Medium-size)
Combat
In close combat a spectre attacks with its numbing, life-draining touch. It makes full use of its incorporeal nature, moving through walls, ceilings, and floors as it attacks.
Energy Drain (Su): Living creatures hit by a spectre’s incorporeal touch attack receive two negative levels. The Fortitude save to remove a negative level has a DC of 15.
Create Spawn (Su): Any humanoid slain by a spectre becomes a spectre in 1d4 rounds. Spawn are under the command of the spectre that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.
Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Incorporeal: Can be harmed only by other incorporeal creatures, +1 or better magic weapons, or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armor. Always moves silently.
Unnatural Aura (Su): Both wild and domesticated animals can sense the unnatural presence of a spectre at a distance of 30 feet. They do not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.
Sunlight Powerlessness (Ex): Spectres are utterly powerless in natural sunlight (not merely a daylight spell) and flee from it. A spectre caught in sunlight cannot attack and can take only partial actions.
Spider Eater
Huge Magical Beast
Hit Dice: 4d10+20 (42 hp)
Initiative: +1 (Dex)
Speed: 30 ft., fly 60 ft. (good)
AC: 13 (-2 size, +1 Dex, +4 natural)
Attacks: Sting +7 melee, bite +2 melee
Damage: Sting 1d8+5 and poison, bite 1d8+2
Face/Reach: 10 ft. by 40 ft./""10 ft.
Special Attack: Poison, implant
Special Qualities: Freedom of movement, scent
Saves: Fort +9, Ref +5, Will +2
Abilities: Str 21, Dex 13, Con 21, Int 2, Wis 12, Cha 10
Skills: Listen +10, Spot +10
Feats: -
Climate/Terrain: Temperate and warm land
and underground
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 5-12 HD (Huge)
Combat
A spider eater attacks with its venomous sting and powerful mandibles. Its usual tactic is to deliver a sting, then back off, hovering out of reach until the venom takes effect. Spider eaters do not like to give up their prey, and foes who harry them with spells or ranged attacks provoke a determined counterattack.
Poison (Ex): Bite, Fortitude save (DC 17); initial damage none, secondary damage paralysis for 1d8+5 weeks.
Implant (Ex): Female spider eaters lay their eggs inside paralyzed creatures of Huge or larger size. The young emerge about six weeks later, literally devouring the host from inside.
Freedom of Movement (Su): Spider eaters have freedom of movement as though from the spell cast by a 12th-level sorcerer. The effect can be dispelled, but the spider eater can create it again the next round as a free action. When the spider eater serves as a mount, this effect does not extend to its rider.
Skills: Spider eaters receive a +4 racial bonus to Listen and Spot checks.
Training a Spider Eater
Training a spider eater as an aerial mount requires a successful Handle Animal check (DC 24 for a young creature, or DC 29 for an adult). A spider eater matures in six months.
Spider eater eggs are worth 2,000 gp apiece on the open market, while young are worth 3,000 gp each. Professional trainers charge 3,000 gp to rear or train a spider eater. Riding a trained spider eater requires an exotic saddle. A spider eater can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds at a Ride check.
Carrying Capacity: A light load for a spider eater is up to 612 pounds; a medium load, 613-1,224 pounds; and a heavy load, 1,225-1,840 pounds.
Sphinx
Androsphinx Criosphinx Gynosphinx
Large Magical
Beast Large
Magical Beast Large
Magical Beast
Hit Dice: 12d10+48
(114 hp) 10d10+30 (85 hp) 8d10+8 (52 hp)
Initiative: +0 +0 +5
(+1 Dex,
+4 Improved Initiative)
Speed: 50 ft., fly 80 ft. (poor) 30 ft., fly 60 ft. (poor) 40 ft., fly 60 ft.
(poor)
AC: 22 (-1 size, +13 natural) 20 (-1 size, +11 natural) 21 (-1 size, +1 Dex, +11
natural)
Attacks: 2 claws +18 melee Butt +15 melee, 2 claws +10 melee 2
claws +11 melee
Damage:Claw 2d4+7 Butt 2d6+6, claw
1d6+3 Claw 1d6+4
Face/Reach: 5 ft.
by 10 ft./5 ft. 5 ft. by 10
ft./5 ft. 5
ft. by 10 ft./5 ft.
Special Attacks: Pounce, rake Pounce,
rake 1d6+3 Pounce,
rake 1d6+2,
2d4+3, roar,
spells spell-like
abilities
Saves: Fort +12, Ref +8, Will +7 Fort +10, Ref +7, Will +3 Fort +7, Ref +7, Will +8
Abilities: Str 25,
Dex 10, Con 19, Str 23, Dex 10, Con
17, Str 19, Dex
12, Con 13,
Int 16, Wis 17, Cha 17 Int 10, Wis 11, Cha 11 Int 18, Wis 19, Cha 19
Skills: Intimidate
+13, Knowledge Intimidate +8, Listen
+10, Spot Concentration +12,
Intimidate +13,
(any one) +5, Listen +15, Spot +15, +10
Listen +17, Spot +17 Wilderness
Lore +13
Feats: Alertness,
Cleave, Great Cleave, Flyby
Attack, Power Alertness,
Blind-Fight,
Cleave, Flyby
Attack, Power Attack Combat
Casting, Flyby Attack,
Attack, Track Improved Initiative, Iron Will
Climate/Terrain: Any warm land Warm forest Any
warm land
Organization:
Solitary Solitary Solitary
or covey (2-4)
Challenge Rating:
9 7 8
Treasure: Standard Standard Double
standard
Alignment: Always
chaotic good Always neutral Always
neutral
Advancement: 13-18
HD (Large); 11-15 HD (Large); 9-12 HD (Large);
19-36 HD (Huge) 16-30 HD
(Huge) 13-24
HD (Huge)
Hieracosphinx
Large
Magical Beast
Hit Dice: 9d10+18 (67 hp)
Initiative: +2 (Dex)
Speed: 30 ft., fly
90 ft. (poor)
AC: 19 (-1 size, +2 Dex, +8 natural)
Attacks: Bite +13 melee,
2 claws +8 melee
Damage: Bite 1d10+5, claw 1d6+2
Face/Reach 5 ft. by 10 ft./5 ft.
Special Attacks: Pounce, rake 1d6+2
Saves: Fort +8, Ref
+8, Will +5
Abilities: Str 21, Dex 14,
Con 15,
Int
6, Wis 15, Cha 10
Skills: Listen
+13, Spot +14*
Feats: Alertness,
Flyby Attack
Climate/Terrain: Warm hill
Organization: Solitary, pair, or flock
(4-7)
Challenge Rating: 5
Treasure: None
Alignment: Always chaotic evil
Advancement: 10-14 HD (Large); 15-27 HD
(Huge)
Sphinxi
Pounce (Ex): If a sphinx leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action.
Rake (Ex): A sphinx that pounces onto a creature can make two rake attacks with its hind legs. The individual description lists the attack bonus and damage.
Androsphinx
Rake (Ex): Attack bonus +18 melee, damage 2d4+3.
Roar (Su): Three times per day an androsphinx can loose a mighty roar. The first time it does this, all creatures within 500 feet must succeed at a Will save (DC 19) or be affected as though by a fear spell for 12 rounds. If the sphinx roars a second time during the same encounter, all creatures within 250 feet must succeed at a Fortitude save (DC 19) or be paralyzed for 1d4 rounds, and all those within 90 feet are deafened for 2d6 rounds (no save). If it roars a third time during the same encounter, all those within 250 feet must succeed at a Fortitude save (DC 19) or take 2d4 points of temporary Strength damage for 2d4 rounds. In addition, any Medium-size or smaller creature within 90 feet must succeed at a Fortitude save (DC 19) or be thrown to the ground and take 2d8 points of damage. The force of this roar is so great that it deals 50 points of damage to any stone or crystalline object within 90 feet. Magic items and held or carried items can avoid damage with a successful Reflex save (DC 19). Other androsphinxes are immune to these effects.
Spells: An androsphinx casts divine spells as a 6th-level cleric from the cleric spell list and from the Good, Healing, and Protection domains.
Criosphinx
Rake (Ex): Attack bonus +15 melee, damage 1d6+3.
Gynosphinx
Rake (Ex): Attack bonus +11 melee, damage 1d6+2.
Spell-Like Abilities: 3/day-clairaudience/clairvoyance, detect magic, read magic, and see invisibility; 1/day-comprehend languages, locate object, dispel magic, remove curse, and legend lore. These abilities are as the spells cast by a 14th-level sorcerer (save DC 14 + spell level).
Once per week a gynosphinx can create a symbol of death, discord, insanity, pain, persuasion, sleep, and stunning (one of each) as the spell cast by an 18th-level sorcerer (save DC 22).
Hieracosphinx
Rake (Ex): Attack bonus +13 melee, damage 1d6+2.
Skills: *Hieracosphinxes gain a +4 racial bonus to Spot checks in daylight.
Sprite
Grig Nixie Pixie
Tiny Fey Small
Fey Small
Fey
Hit Dice: 1/2 d6+1
(2 hp) 1d6 (3 hp) 1d6
(3 hp)
Initiative: +4
(Dex) +7
(+3 Dex, +4
(Dex)
+4
Improved Initiative)
Speed: 20 ft., fly 40 ft. (poor) 20 ft., swim 30 ft. 20 ft., fly
60 ft. (good)
AC: 18 (+2 size,
+4 Dex, +2 natural) 14 (+1 size, +3 Dex) 16
(+1 size, +4 Dex, +1 natural)
Attacks: Diminutive short sword Dagger +4 melee; or light Dagger
+5 melee; or composite
+6 melee; or
composite shortbow crossbow +4 ranged shortbow
+6 ranged
+6 ranged
Damage: Diminutive
short sword Dagger 1d4-2; Dagger
1d4-2;
1d3-3; or
composite shortbow 1d4 or light
crossbow 1d8 or
composite shortbow 1d6
Face/Reach: 2 1/2
ft. by 2 1/2 ft./0 ft. 5 ft. by 5 ft./5 ft. 5
ft. by 5 ft./5 ft.
Special Attacks: Spell-like Water
breathing, charm person Spell-like
abilities, special arrows
Abilities,
fiddle
Special Qualities: SR 17 SR
16 SR
16, natural invisibility
Saves: Fort +1, Ref +6, Will +3 Fort +0, Ref +5, Will +3 Fort +0, Ref +6, Will +4
Abilities: Str 5,
Dex 18, Con 13, Str 7, Dex 16,
Con 11, Str 7,
Dex 18, Con 11,
Int 10, Wis 13, Cha 14 Int 12, Wis 13, Cha 18 Int 16, Wis 15, Cha 16
Skills: Craft (any
one) +4, Escape Animal Empathy +7,
Bluff +8, Bluff +7,
Concentration +4,
Artist +8, Hide
+16, Jump +9, Craft (any one)
+5, Escape Artist Craft (any one)
+7,Escape Artist
Move Silently +8*,
Perform +6, Handle Animal +8, Hide +10*, Listen +7, Perform
(dance,
(dance, fiddle,
melody, plus any Heal +6, Hide +12,
Listen +8, melody, plus any
other one) +7,
other one) +6,
Search +3, Spot +4 Move Silently +8,
Ride +8, Search Sense Motive +6, Spot
+8
+9,
Search +3, Sense Motive +5,
Spot +7
Feats: Dodge,
Weapon Finesse Dodge, Improved
Initiative, Dodge, Point
Blank Shot, Rapid
(dagger) Weapon
Finesse (dagger) Shot,
Weapon Finesse (dagger),
Weapon
Focus (shortbow)
Climate/Terrain:
Temperate and Temperate aquatic Temperate forest
warm forest
Organization: Gang
(2-4), Gang (2-4), band
(6-11), Gang (2-4),
band (6-11),
band (6-11), or
tribe (20-80) or tribe
(20-80) or
tribe (20-80)
Challenge Rating:
1 1 4
Treasure: No
coins; 50% goods; No coins; 50%
goods (metal No coins; 50%
goods; 50% items
50% items or
stone only); 50% items
(no scrolls)
Alignment: Always
neutral good Always neutral Always
neutral good
Advancement: 1-3
HD (Tiny) 2-3 HD (Small) 2-3 HD
(Small)
Sprites
Skills: All sprites receive a +2 racial bonus to Search, Spot, and Listen checks.
Grig
Spell-Like Abilities: 3/day-change self, entangle, invisibility (self only), pyrotechnics, and ventriloquism. These abilities are as the spells cast by a 9th-level sorcerer (save DC 12 + spell level).
Fiddle (Su): One grig in each band carries a tiny, grig-sized fiddle. When the fiddler plays, any nonsprite within 30 feet of the instrument must succeed at a Will save (DC 15) or be affected as though by irresistible dance as long as the playing continues.
Skills: Grigs receive a +8 racial bonus to Jump checks. *They also receive a +5 racial bonus to Move Silently checks in a forest setting.
Nixie
Water Breathing (Sp): Once per day a nixie can use water breathing as the spell cast by a 6th-level sorcerer. (They usually bestow this effect on those they have charmed.)
Charm Person (Sp): A nixie can charm person three times per day as the spell cast by a 4th-level sorcerer. Those affected must succeed at a Will save (DC 15) or be charmed for 24 hours, performing heavy labor, guard duty, and other onerous tasks for the nixie community. Shortly before the effect wears off, the nixie escorts the charmed creature away and orders it to keep walking.
Skills: *Nixies receive a +5 racial bonus to Hide checks when in the water.
Pixie
Natural Invisibility (Su): A pixie remains invisible even when it attacks. This ability is constant, but the pixie can suppress or resume it as a free action.
Spell-Like Abilities: 1/day-confusion (the pixie must touch the target), dancing lights, detect chaos, detect good, detect evil, detect law, detect thoughts, dispel magic, entangle, permanent image (visual and auditory elements only), and polymorph self. These abilities are as the spells cast by an 8th-level sorcerer (save DC 13 + spell level).
One pixie in ten can use irresistible dance once per day as cast by an 8th-level sorcerer.
Special Arrows (Ex): Pixies sometimes employ arrows that deal no damage but can erase memory or put a creature to sleep.
Memory Loss: An opponent struck by the arrow must succeed at a Will save (DC 15) or lose all memory. The subject retains skills, languages, and class abilities but forgets everything else until he or she receives a heal spell or memory restoration with limited wish, wish, or miracle.
Sleep: Any opponent struck by the arrow, regardless of Hit Dice, must succeed at a Fortitude save (DC 15) or be affected as though by a sleep spell.
Stirge
Tiny Beast
Hit Dice: 1d10 (5 hp)
Initiative: +4 (Dex)
Speed: 10 ft., fly 40 ft. (average)
AC: 16 (+2 size, +4 Dex)
Attacks: Touch +6
Damage: Touch 1d3-4
Face/Reach: 2 1/2 ft. by 2 1/2 ft./0 ft.
Special Attack: Attach, blood drain
Saves: Fort +2, Ref +6, Will +1
Abilities: Str 3, Dex 19, Con 10, Int 1, Wis_12, Cha 6
Skills: Hide +14
Feats: Weapon Finesse (touch)
Climate/Terrain: Temperate and warm forest
and underground
Organization: Clutch (2-4), swarm (5-8), or flock (9-13)
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral
Advancement: -
Combat
A stirge attacks by landing on a victim, finding a vulnerable spot, and plunging its proboscis into the flesh. This is a touch attack and can target only Small or larger creatures.
Attach (Ex): If a stirge hits with a touch attack, it uses its eight pincers to latch onto the opponent’s body. An attached stirge has an AC of 12.
Blood Drain (Ex): A stirge drains blood, dealing 1d4 points of temporary Constitution damage each round it remains attached. Once it has drained 4 points of Constitution, it detaches and flies off to digest the meal.